Overview

Dynamic Surroundings

Table of Contents

Dynamic Surroundings alters the player’svisual and audible experience in Minecraft, and does not alter game mechanics. The player has a high degree of control over their experience, and modpack authors can customize biome and block effects based on their need.

NOTE: The JARs I build are published only to CurseForge. I cannot vouch for the JARs found on other sites because I do not know their origin.

Starting with v3.5.4.0, the HUDs have been moved into a separate mod called Dynamic Surroundings: HUDs. The HUDs mod will not run with earlier versions of Dynamic Surroundings so make sure you update your mods appropriately.

Installing the mod is pretty easy! Just drop the JAR into the "mods" folder in your Minecraft Forge instance and startup your client.

The mod is not needed on the server so you can drop into an existing modpack and play on public servers without problem.

Videos

Interview with Amaxter!

A very good overview of the features (in French):

Features

Storms

When precipitation occurs Dynamic Surroundings will generate a random storm intensity. This intensity will affect a variety of different things:

The “density” of the downfall

Volume of sound

Background thunder

Desert/Nether dust storms

Auroras

Auroras trigger at night when a player is standing in a “polar” biome such as Taiga or Ice Field. The size, shape, and coloration can change per Aurora spawned.

Biome Sounds

Biomes can have specific sounds that play while standing in them. The sound played can be different night or day, rain or shine. Forests have birds chirping, beaches have waves, swamps have crickets…

Block Effects

Blocks can have a variety of effects, sound as well as visual. Examples:

Lava can form lava jets on the surface which spout fire or sparks.

Bubbles can rise from the bottom of lakes, oceans, and ponds.

Soul Sand can trigger demonic laughter.

Wooden planks can squeak when walked upon.

Dust motes can fall from various blocks.

Steam will rise from water because of nearby lava.

Fireflies will spawn at night around various plants in temperate biomes.

Waterfall splash effects/sounds for flowing water.

Footstep Acoustics

Presence Footsteps is integrated directly within Dynamic Surroundings. This feature generates different footstep sounds as the player walks and jumps. The sounds played are based upon the material that the player is standing on or moving through as well as the armor they are wearing.

Player Effects

Various effects, both sound and visual, can be triggered or suppressed:

Damage/Heal pop offs. Whenever a mob gets hurt or is healed a pop-off particle will fly off around the mob indicating the amount of change.

Weapon/tool swoosh. A sound gets played when swinging around a weapon or tool.

Jump. A “huh” sound will play when jumping.

Bow pull. A sound gets played when a player pulls back on a bow.

Crafting sound. Plays when an item is crafted by the player.

Heartbeat. When a players health drops to 40% or less Steve’s heart begins to beat loudly.

Hunger. When a players food bar drops to 40% or less the stomach beings to rumble.

Potion particle swirls. Can be turned off so they don’t interfere with the players field of view.

Miscellaneous

Dynamic Surroundings also adds in other miscellaneous features to assist the player:

Ability to block any sound from the modpack from playing

Ability to customize the sound volume of any sound in the modpack when played

Configuration/resource pack system modpack authors can use to add/change biome, block, item, and dimension effects

Client side command for doing calculations

Speech bubbles that appear over a player's head when they type in chat (needs to be enabled)

Dynamic Surroundings is licensed MIT. This means that you are free to include in modpacks and there are no requirements about giving credit or linking pack to any page. However, if you feel compelled to give credit I won't mind. :)

Something to consider (as if you don't get enough suggestions), but adding waves would be interesting.

Take it like this: waves are essentially just water particles in a blue to white spectrum, and occur in ocean-based biomes, and bounce off of any Material.Stone/Material.Metal block above the sealevel, with the intensity of the particles being dependent on the rain strength variable. Similarly, in a beach biome, when the water meets sand, wave particles would spawn.

When a boat is in water, the waves could "bounce" off of the hull as well, in a similar fashion to the Material.Stone, except the vector wouldn't be constant and would be in whatever direction the boat is travelling.

I'd do this myself, but it's been so long since I've messed around with Forge that I don't think I'd be able to do it. I could spout some pseudo code, but that might even me sketchy.

Anyways, just something I think it'd be cool to add. Hope to hear back from you!

Hi!, i have minecraft 1.12.2 and i have dynamic surroundings but im having an issue, i cant hear the rain or storm or dust storm, just see the water falling but theres no sound, i can hear thunders but no rain sound

Hello, I get a very loud waterfall sound with 1.12.2 - 3.4.10.6. This sound is very loud and sort of like a machine, only coming from the waterfalls. And if there are multiple waterfalls, the sound gets more louder and more machine like. However, the effects are reduced for 1 minute or 30 secs if I change the resource pack and then change the same resource pack back to default. Only for some amount of time, the loud sound goes off but comes back again after 30 seconds or 1 minute. Do you know a fix for this, sir. I really don't want to play without Dynamic Surroundings.

Yes. I did see your reply earlier in which you said about the reverb waterfall sound, but the new 3.5.4.2 beta version seems to fix the issue, so, no need to go back to 3.4.10.5. Just use the beta version, and it will work well. That's what I did.

But I just deleted weather 2, dynamic surroundings fits well. Only wanted Weather2 for wind effects, but vanilla mc commands didn't work with it, so I had to delete it. But if you know something about this, please do answer. I was just wondering if vanilla mc commands of rain and thunder and wind effects would work or not if I changed Particle_RainSnow to false?

I get a terrible waterfall reverb echo effect in 1.12.2 - 3.4.10.6 that immediately goes away in 1.12.2 - 3.4.10.5. WHen multiple waterfalls are in a small area around me the sound is so loud I have to turn it off..